Fallout 4 0.311

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*sensei*
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Re: Fallout 4 0.311

That's cool, i'll try to go back one driver, cause i did update my driver prior to the patch.
And i am on AMD, they are known for releasing buggy drivers.

Just tried my old reshade, that works OK, but i like ENB better, i never combine the two of them.
Also don't use afterburner or any other program that can interfere, also no programs with overlays or any of that.
Boris always advises against any of those crapware programs, and i tend to listen to those tips.
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Re: Fallout 4 0.311

Everything worked well here before the update. (I'm not using the new hi-rez textures). I'll try some older drivers and see what happens. Thanks!

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*sensei*
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Re: Fallout 4 0.311

I have gone back two drivers, one ENB version, and cleaned copper contacts of my vidcard and reseated my graphics card, and all is good now.
My AMD driver was the latest 17.1.2

I don't use the high res pack either, you simply cannot call the texturepack a high res pack if all it does is double the resolution.
Bethesda made a mess of that, some things have little more detail and most of it is the same garbage low res as the base textures.
Not going to waste HD space and precious VRAM for some garbage pack, you're better off using a few well done texture mods and a little sharpening through ENB.
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Re: Fallout 4 0.311

Marcurios wrote:you simply cannot call the texturepack a high res pack if all it does is double the resolution.
1024^2 to 2048^2 is not high res for you? That's just silly. Don't mince words. The real problem is that Bethesda's artists don't make detailed textures in the first place. After all, they didn't say it was a high definition texture pack.

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*sensei*
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Re: Fallout 4 0.311

Out of curiosity, how does the game implement the Imagespace Modifiers? Are they essentially shaders with #ifdef statements, that are determined by their values?

So if I had an IM with DOF values at 0, will it have less HLSL code run by the game than if the values were non-zero?
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Re: Fallout 4 0.311

FiftyTifty
Without experiments this can't be answered.
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Re: Fallout 4 0.311

Hi Mr. Boris!

Any chance you could look into the puddles reflection issue?
This is 100% not a vanilla bug.

here is a video of the issue:
Fallout 4 Flicker ENB on/off/unistalled

also save file here

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Re: Fallout 4 0.311

pralima87
Sorry, no chance. It reported many times and with saves too, i can't reproduce the bug 100% and it randomly occurs for me even without mod installed.
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Re: Fallout 4 0.311

I don't have that with vanilla game, only with ENB, but i've gotten used to it.
Like with the fog a while ago, it only happens when the camera moves if walking or moving the mouse.
Like always in games, when the camera is static, these glitches never happen.

Would welcome a option to desaturate fog though, damn blue fog, game looks much better with some extra saturation, but then the deep blue fog
is disturbing when you up the saturation..

guess i'm going to have to make a plugin to desat the fog..
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Re: Fallout 4 0.311

HI Boris,

I know that you have said that the Fallout 4 engine is difficult to work with, but is there any chance you could look into occlusion culling?

From what I understand Fallout 4 includes precalculated occlusion data for almost every static object in the game, no need to do it in real time. The problem is that Bethesda's actual culling seems really bad, you can stand right up against a wall and nothing on the other side is culled, even though none of it is visible. The further you get away from walls the less they cull, too, even if what's behind them is not visible.

I think that performance in the laggiest parts of the game, like the city, could be fixed with better occlusion culling, but I understand that it might not be possible or worth your effort.
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